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Scorponok
2015-07-18, 04:26 AM
Hello,

I've hear a lot of people complain about the mundanity of playing melee characters, so for my next campaign, I've decided to make things more fun for them.

What I've done is make a booklet/magazine that the fighter's guilds in the land have published in order to promote their guilds and get more people to join. These became collector's items and there are fighters in the world that try to collect them all and learn the techniques found within. Every time the PCs go into a tavern or library and look for these, I'll have them roll a percentile dice to figure out which volumes are available. Of course, these magazines are always being bought, sold and donated, so coming into the same town a week from now may have a completely different collection available.

Each technique gives a little bit of extra power to a character, and they can be used a certain amount of times per day. The early volumes contain techniques for beginner warrior types, while the later volumes explore techniques even the more experienced sellswords may find useful.

So anyways, here they are. I know some of you will love them, some of you will hate them...but if I can get people to comment, add to them, give suggestions, and think about using them in your campaign, then that I will consider it time well spent.



Combat Compendium Quarterly

Volume I: For the beginning adventurer

Volume I - Book 1

Fire Blade
Prerequisite: BAB+1, Int 9
Times per day: 3 + INT modifier
Competence: 1 hour study, 2 hours practice
Weapon: Any bladed weapon
Activation: Free action

A subtle twist of your sword unlocks the power of fire within it. Add 1d6 Fire damage to your first strike so long as you are using a bladed weapon.

===

Volume I - Book 2

Accurate Attack
Prerequisite: BAB+1, Int 9
Times per day: 3 + INT modifier
Competence: 1 hour study, 2 hours sparring
Weapon: Any
Activation: Immediate action

Using the methods of martial focusing taught in this manual, you strike your enemies with more precision and accuracy.

This technique allows you to roll 1d4 and add that number to an attack roll with a melee or ranged weapon. You must call this before making your attack roll.

===

Volume I - Book 3

Power Flip
Prerequisite: BAB+1, Int 9
Times per day: 3 + INT modifier
Competence: 1 hour study, 2 hours practice
Weapon: Any 1-handed
Activation: N/A As part of move action

By using your hips and knees as illustrated, you can jump over your enemy and land directly behind them.

Because this is so sudden and unexpected, the enemy does not get an attack of opportunity. You must be equal in size or within one size catagory of the creature being flipped over.

===

Volume I - Book 4

Grapple Guru
Prerequisite: BAB+1, Int 9
Times per day: 3 + INT modifier
Competence: 1 hour study, 2 hours practice
Weapon: N/A
Activation: Free action

Study this manual of grappling techniques carefully, and gain a bonus to your grapple checks.

Add your DEX modifier as a bonus to your grapple checks.

===

Volume I - Book 5

Dagger of the Mind
Prerequisite: BAB+1, Int 9
Times per day: 3 + INT modifier, 1HD
Competence: 1 hour study, 2 hours practice
Weapon: Dagger, punching dagger, kukri, sai or siangham
Activation: Swift action

By striking at certain pressure points on your enemy’s head, you can lower the willpower of your opponent.

Using this technique, you must strike your opponent directly from behind. On a successful attack, your opponent must make a will save of DC:13 or suffer -4 to WIS for 3 rounds.

===

Volume I - Book 6

Combat Block
Prerequisite: BAB+1, Int 9
Times per day: 3 + INT modifier
Competence: 1 hour study, 2 hours sparring
Weapon: Off hand weapon or 2 handed weapon
Activation: Immediate action

Using your off hand weapon, or your two handed weapon, you can block your enemy’s incoming melee attacks.

You may use this to increase your AC by +1 as an immediate action and this bonus lasts until the end of your attacker’s turn in that round.

===

Volume I - Book 7

Ruse of the Charlatan
Prerequisite: BAB+1, Int 9
Times per day: 3 + INT modifier
Competence: 1 hour study, 2 hours sparring
Weapon: Any melee
Activation: Free action

You use your missed attack’s momentum to swing around for another strike.

As part of your standard action, you may reroll one of your missed melee attacks. You may use this ruse a maximum of once per round.

Volume II: For the novice sellsword

Volume II - Book 1

Blinding Blade
Prerequisite: BAB+2, Int 10, 2HD
Times per day: 2 + INT modifier
Competence: 2 hour study, 3 hours sparring
Weapon: Any sword
Activation: Swift action

A dash of fine sand you were holding in your hand along with your weapon is thrown in the direction of your enemy. Potentially getting in their eyes. This has a range of 5 ft. The enemy must make a reflex save of DC:14 or be blinded for 2 rounds. Blinded creatures take -2 on AC, loses DEX to AC (if applicable) and suffers 50% miss chance.

Creatures that don’t have eyes or creatures immune to this sort of attack do not suffer the negative consequences of a successful Blinding Blade.

===

Volume II - Book 2

Mighty Strike
Prerequisite: BAB+2, Int 10, 2HD
Times per day: 2 + INT modifier
Competence: 2 hour study, 3 hours practice
Weapon: Any
Activation: Free action

Maneuvering your legs in the following way (see illustration) allows you to lower the critical chance of your weapon striking true.

Using this technique, you may lower the critical range of your attacks (19-20 from 20, 18-20 from 19-20 and so on.) You must call this before you make your attack roll. If you can strike multiple times in a round, this applies only to the first strike.

===

Volume II - Book 3

Backbiter
Prerequisite: BAB+2, Int 10, Sneak Attack, 2HD
Times per day: 2 + INT modifier
Competence: 2 hour study, 3 hours practice
Weapon: Light weapons
Activation: N/A

Using the techniques illustrated here, you can attempt a more powerful sneak attack.

Backbiter allows those with the Sneak Attack ability to add an extra 1d6 to their sneak attack damage. But they take a -2 to their attack roll while performing this technique.

===

Volume II - Book 4

Battlefield Nimbleness
Prerequisites: BAB+2, INT 10
Times Per Day: 2 + INT modifier
Competency: 3 hours study, 4 hours practice
Weapon: N/A
Activation: N/A As a part of your move action

By studying the footwork of dancers and acrobats, you can learn how to move more efficently and effectively in battle.

As your move action, you may move up to 20 feet without provoking attacks of opportunity.

===

Volume II - Book 5

Flash Slash
Prerequisite: BAB+2, Int 10
Times per day: 2 + INT modifier
Competence: 2 hour study, 3 hours sparring
Weapon: Daggers, swords or axes
Activation: As part of your standard action

Normal damage on one creature, and choose three creatures to blind.

As you strike your opponent, you release a brilliant flash of light from your blade, blinding up to 3 creatures within 5 feet of you.

All creatures chosen by you within range must make a reflex save of DC:14 or be Blinded for 2 round. Blinded creatures take -2 on AC, loses DEX to AC (if applicable) and suffers 50% miss chance.

===

Volume II - Book 6

Dazing Recompense
Prerequisite: BAB+2, Int 10
Times per day: 2 + INT modifier
Competence: 2 hour study, 3 hours sparring
Weapon: Any
Activation: Free action

On your turn, if you successfully strike an enemy that has just struck you with a melee attack, you can daze him for one round.

He can negate this effect by making a DC:14 fortitude save.

===

Volume II - Book 7

Death Insight
Prerequisite: BAB+2, Int 10
Times per day: 2 + INT modifier
Competence: 2 hour study, 3 hours sparring
Weapon: Any
Activation: Free action

Your ominous understanding of spirits that seek the death of living creatures become more prominent, and you attune yourself to them.

You gain a +1 to all damage rolls made with bladed weapons in the round you activate this technique and it lasts until the beginning of your next turn.

===

Volume II - Book 8

Shield Buffer
Prerequisite: BAB+2, Int 10
Times per day: 2 + INT modifier
Competence: 2 hour study, 3 hours practice
Weapon: Shield
Activation: Free action

When activated, allies who are standing beside you at the moment gain a +1 circumstance bonus to their AC. This bonus lasts until the end of your next turn.

===

Volume III: For the apprentice combatant

Volume III - Book 1

Voltaic Viper Strike
Prerequisite: BAB+3, Int 11
Times per day: 1 + INT modifier
Competence: 3 hour study, 4 hours practice
Weapon: Any
Activation: Standard action

Striking the ground with the fury of a thunder deity, you unleash an electric current in the shape of a sinister viper. This viper skips along the ground and bites your enemy, dealing 2d6 Electric damage on a successful ranged touch attack. This attack has a range of 60 ft.

===

Volume III - Book 2

Earthquake Strike
Prerequisite: BAB+3, Int 11
Times per day: 1 + INT modifier
Competence: 3 hour study, 4 hours practice
Weapon: Any two handed hammer, club or axe
Activation: Standard action

The anger of your hatred towards your enemies can be channelled into your weapon, and you can use it to cause great damage.

Striking the ground, you unleash latent Earth energy. Anything on the ground within 15 feet of you takes 3d4 Earth damage (no save), and must make a Balance check of DC:15 or be knocked prone.

===

Volume III - Book 3

Wallwalk
Prerequisite: BAB+3, Int 11
Times per day: 1 + INT modifier
Competence: 3 hour study, 4 hours practice
Weapon: Not applicable
Activation: Swift action

For those who need to get across a short chasm, why build a bridge when there is a perfectly good wall beside it you can hop along?

This technique allows you to walk up to a 20 foot distance along a wall or other vertical plane up to a 90 degree angle from the ground. It lasts 1 round and the square you end on must be on solid ground or you start to fall.

===

Volume III - Book 4

Icicle Pierce
Prerequisites: BAB+3, INT 11
Times Per Day: 1 + INT modifier
Competency: 3 hours study, 4 hours practice
Weapon: Any piercing melee weapon with reach.
Activation: Standard action

Gather together, those who have mastered the art of the spear, for in this tome, I shall teach you the art of the Icicle Pierce.
It is a technique whose energy shall puncture your foe and continue on to harm their allies standing directly behind them.

Icicle Pierce allows a wielder of a piercing melee reach weapon to throw ice energy from the tip of their spear and hit all enemies in a straight line 30 ft. in front of them.

The Ice damage does 1d10 in each square. (Reflex Save DC:15 for half damage, round up)

===

Volume III - Book 5

Penetrating Shot
Prerequisites: BAB+3, INT 11
Times Per Day: 1 + INT modifier
Competency: 3 hours study, 4 hours practice
Weapon: Bows and crossbows
Activation: Swift action

By targeting weak spots in the enemy’s armor and anatomy, you can fire an arrow or bolt through your enemy, and damage both your enemy and the unit standing up to 10 feet directly behind them.

You must call this shot before you make your attack roll. If you hit your target, roll another attack roll for the unit directly behind them within 10 feet. If you succeed on this roll, both units take the same amount of damage.

===

Volume III - Book 6

Greater Mobility
Prerequisite: BAB +3, Int 11
Times per day: 1 + INT modifier
Competence: 2 hour study, 3 hours sparring
Weapon: N/A
Activation: Move action

This technique increases your land speed by 15 feet.

You may also move freely around the battlefield and gain a +4 dodge bonus to AC against attacks of opportunity. If you already have the mobility feat, this bonus stacks with it.

===

Volume III - Book 7

Blitz
Prerequisite: BAB+3, Int 11
Times per day: 1 + INT modifier
Competence: 2 hour study, 3 hours practice
Weapon: N/A
Activation: Free action

You may move an additional 10 feet in the first round of combat.

This movement must be in the direction of an enemy and used to close the distance between you and your target.

===

Volume III - Book 8

Arrow Evader
Prerequisite: BAB+3, Int 11
Times per day: 1 + INT modifier
Competence: 2 hour study, 3 hours practice
Weapon: N/A
Activation: Swift action

You learn how to evade arrows more efficently in certain circumstances.

You gain a +2 circumstance bonus to AC when you are attacked with arrows or bolts. This bonus lasts until the beginning of your next turn.

===

Volume IIII: For the hardened soldier

Volume IIII - Book 1

Hobbling Sting
Prerequisite: BAB+4, Int 12
Times per day: 1 + INT modifier
Competence: 4 hour study, 5 hours sparring
Weapon: Longspear, Glaive, Guisarme, Ranseur or any piercing weapon.
Activation: Standard action

You strike at your enemy’s legs, dealing normal damage and reducing their speed momentarily.

This must be called before your attack roll is made. Make your attack as you normally would. On a successful attack, you deal normal damage and the enemy must make a fortitude save of DC:16 or their movement speed is reduced to only 10 ft. for 5 rounds.

===

Volume IIII - Book 2

Lesser Lighting Leap
Prerequisite: BAB+4, Int 12, Dodge
Times per day: 1+ INT modifier
Competence: 4 hours study, 5 hours practice
Activation: Swift action

With the swiftness of a bolt of lightning, you can travel 15 feet in any direction as a swift action on your turn.

However, you take 1 point of damage every time you perform this action.

===

Volume IIII - Book 3

Strike of the Sabre Tooth
Prerequisite: BAB+4, Int 12, Power Attack
Times per day: 1 + INT Modifier
Competence: 4 hour study, 5 hours sparring
Weapon: Any
Activation: Free action

During battle, did you ever think about power attacking but weren’t sure if you should take the accuracy penalty? Now you don’t have to decide.

By studying the movements and ferocity of a sabre toothed cat, I will illustrate how to cancel accuracy penalty up to 4.

For game purposes, do your power attack calculation like you normally would, then add +4 to your attack roll.

===

Volume IIII - Book 4

Crescent Moon Slash
Prerequisites: BAB+4, INT 12
Times Per Day: 1 + INT modifier
Competency: 4 hours study, 5 hours sparring
Weapon: Any slashing weapon excluding reach weapons.
Activation: As part of your Full Round action

With one swift and graceful slash, you will cut up to three of your enemies - the enemy in front of you, the one to one side, and any in between.

Using this technique, you may strike the opponent in front of you, the one directly adjacent to you (choose left or right) as well as the one diagonally to the front and side of you. Your primary target takes normal damage, and the other targets take normal damage as well. If you have multiple attacks in a round, Crescent Moon Slash can only be used as part of your first attack.

===

Volume IIII - Book 5

Stonewalling Shield
Prerequisites: BAB+4, INT 12
Times Per Day: 1 + INT modifier
Competency: 4 hours study, 5 hours sparring
Weapon: Any shield
Activation: Immediate action

You can learn to use your shield in such a way to protect the allies next to you.

As an immediate action, you may add your shield’s AC to one of your ally’s AC, provided that the ally is next to you.

You must use this action before an enemy makes their attack roll against your ally. This AC bonus lasts until the beginning of your turn.

===

Volume IIII - Book 6

Precision Critical
Prerequisite: BAB +4, Int 12
Times per day: 1 + INT modifier
Competence: 2 hour study, 3 hours practice
Weapon: N/A
Activation: Immediate action

At any time on your turn, you may reroll your critical confirmation attack roll if the first one does not confirm.

===

Volume IIII - Book 7

Cone Arrow Burst
Prerequisite: BAB +4, Int 12
Times per day: 1 + INT modifier
Competence: 2 hour study, 3 hours practice
Weapon: Short Bow or Longbow
Activation: Standard action

You may make a quick attack with your short or long bow, and hit targets within a 15 foot cone shaped burst.

Roll an attack roll for each creature targeted within the cone. If hit, each creature takes 1d6 damage if from a short bow and 1d8 damage if from a long bow.

You expend an amount of arrows equal to the number of creatures targeted.

===

Volume V: For the combat champion

Volume V - Book 1

Counter Strike
Prerequisite: BAB+5, Int 13
Times per day: INT modifier
Competence: 5 hour study, 6 hours sparring
Weapon: Any
Activation: Immediate action

Strike any opponent in range that completes a successful attack(s) against you.

As an immediate action, you may make one melee attack of opportunity against an opponent within range that has successfully completed their attack(s) against you.

===

Volume V - Book 2

Temporary Combat Reflexes
Prerequisite: BAB+5, Int 13
Times per day: INT modifier
Competence: 5 hours study, 6 hours sparring
Activation: Immediate action

Studying the illustrations in this manual as well as doing the prescribed drills will allow you to master multiple attacks of opportunity.

You may use this technique to make multiple attacks of opportunity as if you had the Combat Reflexes feat.

===

Volume V - Book 3

Ranged Disarm
Prerequisites: BAB+5, INT 13
Times Per Day: INT modifier
Competency: 5 hours study, 6 hours practice
Weapon: Any bow, but not crossbows
Activation: Standard action

With this technique, I will show you how to use your bow to disarm an opponent at a range.

This technique allows those who use a bow to disarm an opponent at a range. Does not work if there is a range increment penalty.

Make opposed attack rolls, with the Ranged Disarmer rolling with a -4 penalty.

If you beat his attack roll by more than 10, your opponent's weapon lands up to 20 ft. away from him (your choice where it lands, but it must be somewhere behind them)

===

Volume V - Book 4

Beast Fang Cut
Prerequisites: BAB+5, INT 13
Times Per Day: INT modifier
Competency: 5 hours study, 6 hours sparring
Weapon: Any slashing
Activation: As part of a Standard action

By studying the anatomy of various creature types, you can learn how to strike the most vulnerable areas, causing bleed damage.

This technique may be used as part of a full attack. In cases where there are multiple attacks, Beast Fang Cut must be used as the first attack in the sequence.

On a successful hit, the enemy must succeed on a DC:17 fortitude save. On a fail, Beast Fang Cut causes bleed damage to them for 7 rounds. A successful Heal check of DC:17 stops the bleeding.

This damage is 1d4 for small creatures, 1d6 for medium creatures, 1d8 for large creatures, and 1d10 for huge creatures.

===

Volume V - Book 5

Rain of Arrows
Prerequisites: BAB+5, INT 13
Times Per Day: INT modifier
Competency: 5 hours study, 6 hours practice
Weapon: Bows
Activation: Full Round action

When you see multiple enemies clumped together on the field of battle, you can attempt to hit them as a group.

As a full round action, you shoot 20 arrows into an area. Choose a 20 foot by 25 foot place on the battlefield. Each of these squares will have a single arrow rain down upon it.

Make a regular ranged attack roll for each unit within the area and calculate hit and damage as you normally would.

===

Volume V - Book 6

Fumbling Strike
Prerequisites: BAB+5, INT 13
Times Per Day: INT modifier
Competency: 4 hours study, 5 hours sparring
Weapon: Any melee weapon
Activation: Immediate action

If an enemy within reach misses with an attack roll of a one or a two on their first attack roll targeting you, you may make an attack of opportunity against that creature.

If your attack of opportunity is successful, the enemy must make a Will Save with a DC of 10 + your STR modifier or lose the rest of their attacks in the round (if any).

===

Volume V - Book 7

Instant Bulwark
Prerequisites: BAB+5, INT 13
Times Per Day: INT modifier
Competency: 4 hours study, 5 hours practice
Weapon: Shield
Activation: Immediate action

You instantly grant an ally within 5 feet of you a bonus to their AC equal to the total AC from your armor and shield.

This total also applies to their flat-footed AC, but does not apply to their touch AC. A blue, translucent ball of energy surrounds the ally until the end of your next turn.

SkipSandwich
2015-07-18, 02:07 PM
I like the idea you've got here, but some of the abilities could use a little work. For starters, pretty much all of the energy damage abilities don't really make much sense as written, and one ability, Earthquake strike, references Earth damage which does not actually exist AFAIK.

Is there a limit to how many of these techniques a character can learn at a time?


The Requirements are likewise weird, with many abilities listing abilities of 9 or greater.
If these are supposed to be special techniques that not just anybody can do, requiring special study and training, then the requirements should reflect that.

Vol 1 Requires Ability Score of 11+ and either 2 Ranks in one relevant skill or 1 rank each in two different skills

Vol 2 Requires Ability Score of 12+ and either 4 Ranks in one relevant skill or 2 ranks each in two different skills

Vol 3 Requires Ability Score of 13+ and either 6 ranks in one relevant skill or 3 ranks each in two different skills

and so on and so forth.

SkipSandwich
2015-07-19, 08:43 PM
I was thinking some more and struck with inspiration, so let's start over with something like this;

Combat Compendium Quarterly

A heavily disheveled man approaches, his clothes are stained and his hair matted and greying. He hands you a small paper booklet, on the cover is a simple drawing of a robed figure performing a palm strike. The man says, "Do you want to learn Kung-Fu? This book can teach you the legendary Buddha's Palm technique, I can sell it to you, for only 100 gold!"

The Iron Shirt, the Tiger's Claw, the Buddha's Palm, since the dawn of martial arts, there have been countless tales and legends of heroes and villains whose martial skills were so advanced they seemed otherworldly. The secrets to these mythical techniques were thought lost, until a certain magazine started circulating throughout the multiverse, the Combat Compendium Quarterly. The authors of the Compendium are unknown, but each volume contains instructions that claim to allow any warrior of sufficient talent to master these lost arts in just a few sessions of practice. While some of the booklet's methods may seem...unconventional, and counterfeit books are common, each book truly does enable an otherwise mundane warrior to learn extraordinary techniques.

How to Read

The total # of issues of the Combat Compendium is unknown, but estimated to be less than 1,000. Collections organize issues into sets of 100 called Volumes, breaking the techniques into groups of roughly equal difficulty. Techniques are always Extraordinary abilities and can be classified as one of three types, Tactical, Strategic and Logistical.

Tactical Techniques are special maneuvers that have an immediate effect, usable either at-will or with some sort of cool-down.

Strategic Techniques provide generally passive benefits that are either 'always on' or can be maintained more-or-less indefinitely.

Logistical Techniques contain a variety of benefits, mostly focused on mobility and transportation, rather then being directly offensive. A technique to hide within your own shadow or that allows you to walk on water would be two examples.

Some techniques refer to "Martial Focus". Martial Focus is a special state of intense combat awareness, maintaining Martial Focus is required to use many passive or defensive techniques, but it can also be expended to either active certain techniques that require it or to re-roll a missed attack roll. When expending Martial Focus to re-roll a missed attack, if the number rolled is between 1 and 10, add 10 to the final result (as if you rolled 11-20 instead). The basic method to attain martial focus is detailed in Issue#000 Martial Arts for the Complete Failure

Each Technique requires at specified number of days of dedicated study to master, spending at least 4 hours per day in practice. After each practice session, the studying character makes a Training Roll, with a result equal to (1d20+BAB+Int modifier) and compares it to the Technique's Training DC. Failure on the roll means no meaningful progress is made, failure by 5 or more points means the character has developed a bad habit and must start the training over from scratch. If under no particular pressure, you may Take 10 on your Training Roll. You may elect to spend more than 4 hours per day in practice, each additional 4 hours of training allows you to make 1 more Training Roll per day, however each Training Roll past the first incurs a cumulative -2 penalty on the check, and you may not Take 10 while pushing yourself in this way. At the conclusion of training, the character must then spend an amount of XP equal to (Volume# X Training DC X 5). So long as the character has the time and XP to spend, there is no limit to the number of Techniques they may learn.

Each Technique has the following entries
Issue# and Name of the technique
Volume# Indicated with a Roman Numeral between I(1) and IX(9)
Classification of Technique: (T)actical, (S)trategic or (L)ogistical
Training Difficulty
Program Length(in 4-hour training days)
Xp Cost to learn:
Technique Description:
Market Price:


Issue#000 Martial Arts for the Complete Failure
Volume: n/a
Strategic
Training Difficulty: 10
Program Length: 2 Days
Xp Cost: none

Detailed within this book are the secrets to obtain Martial Focus

A character may obtain martial focus as a Move Action, they make a Training Roll (1d20 + BAB + Int mod) against DC 20. You may maintain Martial Focus for up to 1 Minute per point of Base Attack Bonus you possess (minimum 1 Minute), after which the focus is lost and you must take another Move Action to re-focus. By taking a -10 penalty on the check you may attain focus as a Swift Action instead. A character with 10 or more levels of Fighter may Take 10 on checks to attain Martial Focus.

Market Price: 12gp, 5sp

Volume I

Issue#013 "The Salamander's Bite"
Volume I
Tactical
Training Difficulty: 11
Program Length: 5 Days
XP Cost: 55

The Salamander's Bite is a technique that sheathes your weapon in flames to burn your enemies.

You must first prepare the weapon by wrapping it in strips of cloth, cords, or other flammable material, this requires a full-round action though you may make a DC 15 Use Rope check to reduce the preparation time down to a move action, or to a swift action with a DC 35 check. Once the weapon has been prepared you may take a Move Action (Free Action with the Quick Draw Feat) to carefully pour the contents of a vial of Alchemist's Fire over the weapon, causing it to burst into flames that burn for a number of rounds equal to 1d4 + your Int modifier. This consumes the material wrapped around the weapon but causes no damage to the weapon itself. While burning, your weapon sheds light as a torch and deals an additional +1d3 points of fire damage on each successful hit. You may also make melee touch attacks with your burning weapon that deal 1d3 points of fire damage. You may use this technique with any melee or thrown weapon, including unarmed strikes, but not ranged weapons or their ammunition.
Equipment Requirements: Alchemist's Fire and strips of flammable material
Market Price: 25gp



(more issues to come)

Scorponok
2015-07-20, 02:32 PM
Interesting! Yes, definitely the purpose of me posting is for people to draw inspiration from and make it their own.

What initially started this idea was that in a lot of games, the wizard will take an hour to prepare their spells for the day. The Cleric will meditate/pray to receive their spells. What do the melee people do? They get an hour of extra sleep or they wander around the base or camp navel gazing.

The requirements I listed above are for the melee guys to say "ok, I practice X technique for an hour".

The books would cost between 150 gold up to 500 gold. The techniques themselves should be non-troublesome to practice. It's just a better way for the fighter to kill time vs. wandering into town and getting into solo adventures.